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Poll

Which feature are you looking forward to most for future versions?

Hand Crafted Maps!
- 1 (14.3%)
No more Hasting Bezerkers!
- 1 (14.3%)
All these new units!
- 2 (28.6%)
More Game-Modes!
- 2 (28.6%)
I love everything equally!
- 1 (14.3%)
I hate it all... V.2.0 was the best.
- 0 (0%)

Total Members Voted: 7


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Author Topic: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 12]  (Read 19349 times)

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #240 on: November 07, 2012, 08:46:20 pm »

Sounds good!
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zacen299

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #241 on: November 08, 2012, 12:59:08 am »

Capture the flag sounds really fun but I'm going to be honest is it just me or is haste literally the most broken skill in the game right now? I imagine it could be fixed (if you did already excuse me but I'm half asleep as I make this post :3), and now it seems like I'm just ranting on a random tangent. Okay maybe I should sleep before I try to post. Ignore me my brain is not working right now and is in "I want to bitch at things mode". I hope I can actually say something not bitchy tomorrow.  :-[
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

lemon10

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #242 on: November 08, 2012, 01:57:17 am »

Complete pass.
I don't really have anything I want to do that I can do to be honest. I want to fight Grek right now so its a 3v1 (since he is by far the most powerful person in play), but I can't do that since Zomara is in the way. I don't want to fight Zomara, because if I distract him he will get crushed even worse by Grek. I kind of want to fight Tsuchigumo, but I have a fair number of ranged units that can't help (since there is about 10 tiles of rough terrain in the way), and it will take 10+ turns to properly engage due to the walls in the way and the fact that I can only move 1 tile per turn through that terrain.
Capture the flag sounds really fun but I'm going to be honest is it just me or is haste literally the most broken skill in the game right now? I imagine it could be fixed (if you did already excuse me but I'm half asleep as I make this post :3), and now it seems like I'm just ranting on a random tangent. Okay maybe I should sleep before I try to post. Ignore me my brain is not working right now and is in "I want to bitch at things mode". I hope I can actually say something not bitchy tomorrow.  :-[
Haste is only really overpowered due to it working on berserkers (otherwise it would be just slightly overpowered, since their heal ability is kind of OP as well). Yeah, you picked a terrible teamcomp, assassins are probably the weakest unit in the game (with berserkers and clerics being the two strongest), and 4 assassins are pretty much useless, especially against 4 berserkers.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #243 on: November 08, 2012, 07:34:21 am »

How could we make assassins more useful? Maybe up the damage on their assassinating attack to, say, 10-15? Probably drop its HP, too, so once it's discovered it'll get killed fast...
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #244 on: November 08, 2012, 08:00:45 am »

What I could do in that regard is to make Assassins die when they attack with backstab but they do 20 damage. They'd be more like sappers... But it's up to you guys really.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #245 on: November 08, 2012, 08:32:53 pm »

Spoiler: Lemon10’s Actions (click to show/hide)
Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Spoiler: Grek’s Army (click to show/hide)

Spoiler: lemon10’s army (click to show/hide)

Spoiler: zomara0292’s army (click to show/hide)

Spoiler: Greatwyrmgold’s Army (click to show/hide)

Spoiler: Tsuchigumo550’s Army (click to show/hide)

Spoiler: zacen299’s Army (click to show/hide)

Next:Zomara
Then: Greatwyrmgold
After that: Tsuchigumo550
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zomara0292

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #246 on: November 09, 2012, 08:28:01 am »

T move to [F,2]
P1 move to [H,2]
Rest, sit tight.
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The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #247 on: November 09, 2012, 11:02:00 am »

I just thought of something: What if all/most units had a minor healing ability that could heal, say, one hit point to themselves, maybe only 50% of the time?

...Maybe there could be other random abilities? Maybe a Sorcerer which has more powerful spells than the wizard, but a possibility for bad effects to happen (ranging from a large blast centered on the sorcerer--harming him and the probable bodyguards--to summoning a unit for a random opponent.)
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #248 on: November 09, 2012, 08:38:35 pm »

Spoiler: Zomara’s Actions (click to show/hide)
Spoiler: Kill Count (click to show/hide)

Spoiler: An... odd experience (click to show/hide)

Current map:



Players:
Spoiler: Grek’s Army (click to show/hide)

Spoiler: lemon10’s army (click to show/hide)

Spoiler: zomara0292’s army (click to show/hide)

Spoiler: Greatwyrmgold’s Army (click to show/hide)

Spoiler: Tsuchigumo550’s Army (click to show/hide)

Spoiler: zacen299’s Army (click to show/hide)

Next: Greatwyrmgold
Then: Tsuchigumo
After That: Zacen
« Last Edit: November 09, 2012, 08:46:17 pm by Nerjin »
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Is the admiral of the SS Lapidot.

Grek

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #249 on: November 09, 2012, 08:40:51 pm »

Suddenly, the battlefield is launched into space?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #250 on: November 09, 2012, 08:41:56 pm »

Whoops... My bad... Hahaha... Running multiple games is hard... Besides you know you want to fight in space. Gimme aminute.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #251 on: November 09, 2012, 08:47:13 pm »

Totally meant to do that. I've added it into the lore.
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #252 on: November 09, 2012, 08:54:19 pm »

Immakill ya an kill ya an zzzz..... zzzz.... *snore* Wha?

Brawlers have stumbled into the battlefield! These units gain movement speed and attack power as they take damage. However they are under-whelming at their full health.

Brawler: Melee [ ‰ ]: These drunkards are masters at fighting through pain, channeling it to increase their rage.
Affinity: None
Movement: 2
Range: Adjacent
HP: 10
Attack: 1
Abilities:
[1] Drunken Rage: This unit gains attack as it is injured. [Health/Attack] 10-9/1, 8-7/2, 6-5/3, 4/4, 3/5, 2/6, 1/10
[2] Alcoholism: This unit gains speed as it is injured. [Healt/Movement] 10-8/2, 7-5/3, 4-3/4, 2-1/6
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GreatWyrmGold

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #253 on: November 09, 2012, 09:24:40 pm »

Why not just say +1 attack and speed for each 2 damage it took?

Anyway,

Troll to H11.
C1 casts Haste.
Necromancer casts Summon Skeletons at I11 and I12. Both attack J11 if possible.
C2 to F13 and casts Heal.
Mage to G11 (or F11) and casts Fatigue at J11 (or I11)
Warrior to G11.
K1 to I12.

That's everyone, right?
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Nerjin

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Re: Fantasy Tactical Warfare V.2.0 [Tomb of the Four Kings] [Turn 3]
« Reply #254 on: November 11, 2012, 11:13:32 am »

Spoiler: Kill Count (click to show/hide)

Current Map:



Players:
Spoiler: Grek’s Army (click to show/hide)

Spoiler: lemon10’s army (click to show/hide)

Spoiler: zomara0292’s army (click to show/hide)

Spoiler: Greatwyrmgold’s Army (click to show/hide)

Spoiler: Tsuchigumo550’s Army (click to show/hide)

Spoiler: zacen299’s Army (click to show/hide)

Next: Tsuchigumo
Then: Zacen
After That: Grek
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Is the admiral of the SS Lapidot.
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